Intel Supports OpenGL ES 3.0 On Linux Before Windows
An anonymous reader writes "The Khronos Group has published the first products that are officially conformant to OpenGL ES 3.0. On that list is the Intel Ivy Bridge processors with integrated graphics, which support OpenGL ES 3.0 on open-source Linux Mesa. This is the best timing yet for Intel's open-source team to support a new OpenGL standard — the standard is just six months old whereas it took years for them to support OpenGL ES 2.0. There's also no OpenGL ES 3.0 Intel Windows driver yet that's conformant. Intel also had a faster turn-around time than NVIDIA and AMD with the only other hardware on the list being Qualcomm and PowerVR hardware. OpenGL ES 3.0 works with Intel Ivy Bridge when using the Linux 3.6 kernel and the soon-to-be-out Mesa 9.1."
Phoronix ran a rundown of what OpenGL ES 3.0 brings back in August.
OpenGL ES is a cut-down version of OpenGL aimed at mobile and embedded. Windows has never supported any version of it, and probably won't anytime soon.
So to see Linux get it "first" is completely unsurprising.
It's like saying Linux supported the EXT3 filesystem before Windows. So?
What's the point of having OpenGL ES when you can run full OpenGL on the desktop?
Beating out nVidia and AMD is marginally surprising, but OpenGL ES support in Windows I'd figure to be the lowest priority 3D interface to implement for Windows, behind Direct3D and OpenGL. MS' attempt at targeting the lower end market is still emphasizing Direct3D, with OpenGL on Windows mostly only mattering for the occasional game engine and engineering application. OpenGL ES on Windows I'm thinking is a very very small slice of potentially interested parties.
XML is like violence. If it doesn't solve the problem, use more.
And zero people beyond Linux fanbois actually care.
And zero fucks were actually given.
On Windows, the GPU is driven by either DirectX or OpenGL. Native OpenGL ES drivers for Windows are ONLY needed for cross-platform development where applications destined for mobile devices are built and tested on Windows first.
Now, this being so, the usual way to offer ES on the desktop is via EMULATION LAYERS that take ES calls and pass them on to the full blown OpenGL driver. So long as full OpenGL is a superset of ES (which is mostly the case), this method works fine.
The situation is different on Linux. Why? Because traditionally, Linux has terrible graphics drivers from AMD, Nvidia AND Intel. Full blown OpenGL contains tons of utterly useless garbage, and supporting this is more than Linux is worth. OpenGL ES is a chance to start over. OpenGL ES 2.0 already is good enough for ports of most AAA games (with a few rendering options turned off). OpenGL ES 3.0 will be an almost perfect alternative to DirectX and full blown OpenGL.
OpenGL ES 2.0/3.0 is getting first class driver support on Linux class systems because of Android and iOS. OpenGL ES 3.0 will be the future standard GPU API for the vast majority of computers manufactured. However, on Windows, there is no reason to expect DirectX and full blown OpenGL to be displaced. As I've said, OpenGL ES apps can easily be ported to systems with decent OpenGL drivers.
Intel is focusing on ES because, frankly, its drivers and GPU hardware have been terrible. It is their ONLY chance to start over and attempt to gain traction in the marketplace. On the Windows desktop, Intel is about to be wiped out by the new class of AMD fusion (CPU and GPU) parts that will power the new consoles. AMD is light-years ahead of Intel with integrated graphics, GPU driver support on Windows, and high speed memory buses with uniform memory addressing for fused CPU+GPU devices.
Inside Intel, senior management have convinced themselves (falsely) that they can compete with ARM in low power mobile devices. This is despite the fact that 'Ivybridge' (their first FinFET device) was a disaster as an ultra low power architecture, and their coming design, Haswell, needs a die size 5-10 times its ARM equivalent. The Intel tax alone ensures that Intel could never win in this market. Worse again is the fact that Intel needs massive margins per CPU to simply keep the company going.
PS Intel's products are so stinky, Apple is about to drop Intel altogether, and Microsoft's new tablet, Surface Pro 2, is going to use an AMD fusion part.
So your saying support for OpenGL came out faster on an Open Source Operating system (Linux) then it did on Windows? Shocking!
In other words the sky is blue, they don't support any version on windows natively. It's wrapped and passed if you're designing programs on windows. Which makes sense.
Assuming you're old enough to have sex legally, that is.
OpenGL, unlike DirectX pre 11, doesn't lock your structures to a thread. Any thread from the same process can access OpenGL data and therefore supports multithreading.
DX forbid multithreading until 11. OpenGL never did.
On one hand they gave Microsoft a carrot by not releasing c compile specs giving Windows a one time exclusive on a specialized release of the Atom. Now they are giving Microsoft the stick by making sure that the future of gaming and advanced entertainment devices using the Linux kernel with their processors is not effected.
Further to the point they are simply making sure that there is a door open for them in future to get some of the high end entertainment device business back from arm and AMD.
They realize the fact that an open software approach to device firmware is much more manufacturer friendly than anything Microsoft has come up with the locked down Windows embedded firmware kernels.
This is a fairly reasonable approach when dealing with the juggernaut from Redmond.
By the only interpretation that could be true, DX doesn't allow sending multiple commands to the GPU at a time either.
OpenGL was used and designed for UNIX and similar Big Workstations (SGI et al). Lots of CPUs. Intended to produce graphics alone.
Why the HELL are you thinking they would not have allowed more than one CPU thread update to their graphics system???
Your apocryphal is bullshit. Hell, it's not even true for single threaded DX9 or 10. Some games CPU bound some games GPU bound.
On the Windows desktop, Intel is about to be wiped out by the new class of AMD fusion (CPU and GPU) parts that will power the new consoles. AMD is light-years ahead of Intel with integrated graphics, GPU driver support on Windows, and high speed memory buses with uniform memory addressing for fused CPU+GPU devices.
Yet despite their allegedly superior technology, last year was an unmitigated disaster, a steady decline from Q1 to Q4 losing over 30% in revenue and where in Q4 2011 they had a gross margin of 46%, in Q4 2012 it was down to 15%. They're cutting in R&D, in 2011 they spent 1453 million, in 2012 1354 million and if they spend the whole of 2013 at Q4 2012 levels then 1252 million. Yes, hopefully the PS4/Xbox 720 will give AMD a much needed cash infusion but their technology is not at all selling so maybe they should stop bleeding market share first before "wiping out" anything. Also, AMD just recently posted a new graphics roadmap for 2013, I'll give you the summary: No new desktop graphics cards until Q4 at the earliest.
Inside Intel, senior management have convinced themselves (falsely) that they can compete with ARM in low power mobile devices. This is despite the fact that 'Ivybridge' (their first FinFET device) was a disaster as an ultra low power architecture, and their coming design, Haswell, needs a die size 5-10 times its ARM equivalent. The Intel tax alone ensures that Intel could never win in this market. Worse again is the fact that Intel needs massive margins per CPU to simply keep the company going.
While Intel may have a tough time battling ARM on the low power front, AMD is totally lost. All their x86 CPUs burn more power than an equivalent Intel and they're dividing their resources between ARM and x86, try pitting a 18W Brazos 2.0 against a 17W i7 ULV. They're totally not in the same price class, but they are in the same wattage range. Intel will milk the market of high end desktop/workstation/server chips that AMD has pretty much abandoned and use that as its war chest against ARM, if they'll win is another matter but they got billions and billions to spend on that, right now based on market cap Intel could buy AMD for about 2% of their stock. Not that Intel would want to since they'd become a true monopolist in x86 space, but in the all-out battle with ARM they might end up a casualty caught in the crossfire.
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WTF took so long, anyway?
Because there hasn't been any games using more than a couple of threads to any extent that makes a damn difference (DX9,10 and 11 initial release), the scalability of the multi-core AMD system compared to that of Intel has been of no use.
But the simpler (and stupid) Intel multicore system wasn't the bottleneck and, along with fewer cores being pumped faster, resulted in Intel on games being better bang per buck.
Just barely now are DX games going to *start* be multi-cpu dependent, which would normally allow AMD's better technology to make a difference. Problem is, though, MS's marketing killbot strategy demanding that 11b which finally allows DX to be multi-threaded is ONLY allowed on Win8 will ensure that for the next three years or more. And that will likely see AMD screwed whilst Intel work out how the hell to make a sensible multi-core system that isn't a bloody silly bottleneck.
Didn't you know that?
OpenGL ES can be used to do the same things on the desktop.
WebGL uses OpenGL ES. It's on the desktop too.
Look, just because Microsoft aren't "world leaders" doesn't mean you have to diss OpenGL ES.
Your claim doesn't pass the sniff test, old boy.
Not to mention that updating the scene doesn't have to be single threaded: you can have one thread for each discrete object and each thread updates the location of its object in the scene.
Because the only reason why this troll is going "so what?" is because it isn't on Windows.
No other reason at all.
On modern embedded systems the Linux kernel is the same. In the old days, or in cases where Linux is used on processors without VMM support, the kernel might be substantially different. Today most embedded systems use an x86 or ARM architecture. They don't use a "stripped down" kernel. They use the same kernel, and configure at build time to use the features they want. The same is true on the desktop. The only difference that you may be mistakenly referring to as "stripped down" is that for an embedded system you only build and include the drivers for the hardware you will run on, since you know that in advance. On a Desktop distributions kernel they build and include many more modules since they will be loaded and used on some hardware and not on other hardware. Thye details go on from there, but suffice it to say that you don't grasp any of them, and to be certain an embedded system using an NVIDIA, AMD, or Intel chipset will use the same driver as a desktop system.
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